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[RELEASE] Miner Complications  "By: Dennis "SCZ" Collins"

User is offline   Paul B 

#1

A fantastic new map was just released today and is available for download: This is map is absolutely impressive in every aspect. Go check it out! The download and review can be found here: http://www.dukemaps.net/?p=12887

StarCraftZerg Dukemaps.net salutes you! Keep up the great work! This map rocks!

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  • Attached Image: minercomp.jpg


This post has been edited by Paul B: 05 December 2018 - 09:26 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2

The construction of the level is excellent, and reminds me of some maps by Alejandro Glavic. Unfortunately, the gameplay is terrible for me because I die in the first room from the ridiculous number of enemies in an open space and no weapon but a pistol. It gets a little better after that, but there are way too many enemies everywhere. If you have amazing skills or just cheese strats to handle it, then good on you. But even so, that many enemies destroys the atmosphere because it is just constant fighting with no feeling of exploration. Until they are dead, of course.
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User is offline   Forge 

  • Speaker of the Outhouse

#3

most of Dennis' maps are like that; they look good, but the enemy count is ridiculous.
Haven't taken a shot at this one yet, but one of the better tactics in his levels is to wake the aliens up and run around in circles until half of them are dead from friendly-fire. That way there's usually enough ammo pick-ups to finish off the rest.
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User is offline   Paul B 

#4

View PostForge, on 06 December 2018 - 04:35 AM, said:

most of Dennis' maps are like that; they look good, but the enemy count is ridiculous.
Haven't taken a shot at this one yet, but one of the better tactics in his levels is to wake the aliens up and run around in circles until half of them are dead from friendly-fire. That way there's usually enough ammo pick-ups to finish off the rest.



Yea, I enjoyed the map on Come Get Some difficulty, probably not a map you want to play on Damn i'm Good. I found the opening scene a bit discouraging but with persistence it paid off. I was finally able to survive the opening battle scene and it definitely set the tone for how I was going to tackle the remaining part of the level... with caution. Anyway, going forward the map becomes way more balanced and provides enough supplies to keep going. Everything about this map during my first play through I did wrong. For instance, there was a really cool under water scene and I did that before finding the scuba gear. I just thought this was how the author wanted us to do it without scuba because there was a lot of health scattered underwater and even though your health drops from running out of air you could pick up health packs along the way to keep your health high enough from proving fatal.

Also, I managed to get all the key cards and fighting the mini bosses before actually locating a rocket launcher. Again it was only after I totally cleaned an area I realized there were more high powered weapons scattered nearby. This was probably because I was so distracted by the hoards of enemies I didn't have time to locate a new weapon. But it made the game play very stimulating and made me a better player for it. Even though at times it felt the balance of power was in favor of the aliens, it made the map seem really realistic and i appreciated the challenge this map offered. There were a few minor sprite issues and a teleport into the sewers which could have been more seamless, otherwise it was a very solid level for the amount of detail and design that went into it. I enjoyed the AI placement and how they defended each area, it was a good combination of AI in each area... that... or I just got extremely lucky.

It was kind of funny too, because I cleaned out this area that had a big water hole and the water current leading into the pit was trying to push Duke down into it. I thought there's no way in hell i'm going to let that happen. Well damn it, it did happen and i ended up falling into that pit. I thought for sure I was going to die, but on the way down I accidentally hit the top of a Jet packing Trooper which cushioned my fall, then I fell the remaining way. I thought for sure I was screwed because I didn't have a jet pack. Low and behold to my surprise I wasn't stuck. I liked the fact the author didn't make that hole a show stopper and provided the player with a means of redeeming themselves.

This map is one of my favorite maps of all times and I look forward to another play through now knowing what lies ahead. =)

This post has been edited by Paul B: 06 December 2018 - 09:44 AM

0

User is offline   Forge 

  • Speaker of the Outhouse

#5

quoting myself from the release thread at CGS!:

"Very nice looking map. Articulate detailing, trimming, and architecture. Nice shading and texture combos. I like how you kept it industrial, but were still able to use different texture sets for different areas, and it all blended together quite well.
Lots of little stashes and side-areas to explore, which is nice.
Never found the shrinker & didn't find all the buttons to open the armory.

Once again a map of yours starts off with a ridiculous and over-whelming situation that requires running in circles around a large group of aliens until there's enough fratricide and ammo drops to clear the area out and get a foothold. It's like being a dolphin trying to swirl up a bait-ball of mackerel. It takes a few attempts to do it an live. Some people don't mind, some people are going to dislike it. A lot.
After that bit, it plays out pretty good.
I very much enjoyed it. Thank you.
"
1

User is offline   Steambull 

#6

This was a ton of fun! Played CGS, 3/7 secrets.

The onslaught of enemies and the freedom to choose which areas to clear first reminded me of Doom II, which I've been playing recently. It was well implemented, as there was plenty of ammo and health, but you had to keep looking for it WHILE killing the hordes of enemies. I liked how most of the time the items were not in plain sight. The first area got me a couple of times until I found the shotgun from the grassy corner, after that I had no issues with balance.

The architecture and detailing were top notch - the place had a very authentic feel to it. The versatile use of textures was a bit too much at times, making some areas look slightly messy. Great sprite work and the gradient shading was quite effective at times.

Two things:
Attached Image: duke0001.png
I wonder why I couldn't pick up this atomic health?

Attached Image: duke0003.png
When I first blew up the reactor core room, I thought I was supposed to use this elevator to escape, but ended up getting trapped. Maybe it shouldn't be there, since it wasn't necessary to use it at any point.
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User is offline   Forge 

  • Speaker of the Outhouse

#7

View PostSteambull, on 08 December 2018 - 05:33 AM, said:

Two things:

I wonder why I couldn't pick up this atomic health?

When I first blew up the reactor core room, I thought I was supposed to use this elevator to escape, but ended up getting trapped. Maybe it shouldn't be there, since it wasn't necessary to use it at any point.

No idea why it wouldn't let you grab that atomic. I had no issue picking it up.
I also used the elevator to escape - it rises quick enough, and it stops right in front of one of the exit tunnels.

Can't explain the atomic, but it's interesting how the map can provide different playing experiences.
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User is offline   Steambull 

#8

Okay, perhaps a matter of different eDuke builds, mine was from October (I know, should always use the latest, especially when reporting bugs).
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User is offline   Forge 

  • Speaker of the Outhouse

#9

I'm using r7136 from 27 October.

Thought about it for a bit & I believe I strafe-jumped over the fence to get to the lift instead of going through the gap. That's probably the difference.
It should have been timed to allow the player to make it when they take the "proper" path.
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